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mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Merge pull request #1423 from IvanSavenko/siege_mechanics_fix

Siege mechanics fixes
This commit is contained in:
Ivan Savenko
2023-01-18 02:01:49 +02:00
committed by GitHub
26 changed files with 339 additions and 282 deletions

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@@ -46,14 +46,14 @@ std::vector<BattleHex> CBattleAI::getBrokenWallMoatHexes() const
{
std::vector<BattleHex> result;
for(int wallPart = EWallPart::BOTTOM_WALL; wallPart < EWallPart::UPPER_WALL; wallPart++)
for(EWallPart wallPart : { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL })
{
auto state = cb->battleGetWallState(wallPart);
if(state != EWallState::DESTROYED)
continue;
auto wallHex = cb->wallPartToBattleHex((EWallPart::EWallPart)wallPart);
auto wallHex = cb->wallPartToBattleHex((EWallPart)wallPart);
auto moatHex = wallHex.cloneInDirection(BattleHex::LEFT);
result.push_back(moatHex);
@@ -364,7 +364,7 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
}
else
{
EWallPart::EWallPart wallParts[] = {
EWallPart wallParts[] = {
EWallPart::KEEP,
EWallPart::BOTTOM_TOWER,
EWallPart::UPPER_TOWER,
@@ -378,10 +378,9 @@ BattleAction CBattleAI::useCatapult(const CStack * stack)
{
auto wallState = cb->battleGetWallState(wallPart);
if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
{
targetHex = cb->wallPartToBattleHex(wallPart);
break;
}
}

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@@ -403,7 +403,7 @@ void HypotheticBattle::removeUnitBonus(uint32_t id, const std::vector<Bonus> & b
bonusTreeVersion++;
}
void HypotheticBattle::setWallState(int partOfWall, si8 state)
void HypotheticBattle::setWallState(EWallPart partOfWall, EWallState state)
{
//TODO:HypotheticBattle::setWallState
}

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@@ -130,7 +130,7 @@ public:
void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void setWallState(int partOfWall, si8 state) override;
void setWallState(EWallPart partOfWall, EWallState state) override;
void addObstacle(const ObstacleChanges & changes) override;
void updateObstacle(const ObstacleChanges& changes) override;

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@@ -28,22 +28,29 @@
#include "../../lib/CStack.h"
#include "../../lib/mapObjects/CGTownInstance.h"
std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const
std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const
{
auto getImageIndex = [&]() -> int
{
bool isTower = (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER);
switch (state)
{
case EWallState::INTACT :
case EWallState::REINFORCED :
return 1;
case EWallState::INTACT :
if (town->hasBuilt(BuildingID::CASTLE))
return 2; // reinforced walls were damaged
else
return 1;
case EWallState::DAMAGED :
// towers don't have separate image here - INTACT and DAMAGED is 1, DESTROYED is 2
if(what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
if (isTower)
return 1;
else
return 2;
case EWallState::DESTROYED :
if (what == EWallVisual::KEEP || what == EWallVisual::BOTTOM_TOWER || what == EWallVisual::UPPER_TOWER)
if (isTower)
return 2;
else
return 3;
@@ -130,9 +137,9 @@ bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what)
{
case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER;
case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->index != ETownType::TOWER && town->town->faction->index != ETownType::NECROPOLIS;
case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::KEEP)) != EWallState::DESTROYED;
case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER)) != EWallState::DESTROYED;
case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && EWallState::EWallState(owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER)) != EWallState::DESTROYED;
case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
default: return true;
}
}
@@ -177,7 +184,7 @@ BattleSiegeController::BattleSiegeController(BattleInterface & owner, const CGTo
if ( !getWallPieceExistance(EWallVisual::EWallVisual(g)) )
continue;
wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::INTACT));
wallPieceImages[g] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(g), EWallState::REINFORCED));
}
}
@@ -321,7 +328,7 @@ bool BattleSiegeController::isAttackableByCatapult(BattleHex hex) const
if (!owner.curInt->cb->isWallPartPotentiallyAttackable(wallPart))
return false;
auto state = owner.curInt->cb->battleGetWallState(static_cast<int>(wallPart));
auto state = owner.curInt->cb->battleGetWallState(wallPart);
return state != EWallState::DESTROYED && state != EWallState::NONE;
}
@@ -354,12 +361,12 @@ void BattleSiegeController::stackIsCatapulting(const CatapultAttack & ca)
for (auto attackInfo : ca.attackedParts)
{
int wallId = attackInfo.attackedPart + EWallVisual::DESTRUCTIBLE_FIRST;
int wallId = static_cast<int>(attackInfo.attackedPart) + EWallVisual::DESTRUCTIBLE_FIRST;
//gate state changing handled separately
if (wallId == EWallVisual::GATE)
continue;
auto wallState = EWallState::EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
auto wallState = EWallState(owner.curInt->cb->battleGetWallState(attackInfo.attackedPart));
wallPieceImages[wallId] = IImage::createFromFile(getWallPieceImageName(EWallVisual::EWallVisual(wallId), wallState));
}

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@@ -76,7 +76,7 @@ class BattleSiegeController
std::array<std::shared_ptr<IImage>, EWallVisual::WALL_LAST + 1> wallPieceImages;
/// return URI for image for a wall piece
std::string getWallPieceImageName(EWallVisual::EWallVisual what, EWallState::EWallState state) const;
std::string getWallPieceImageName(EWallVisual::EWallVisual what, EWallState state) const;
/// returns BattleHex to which chosen wall piece is bound
BattleHex getWallPiecePosition(EWallVisual::EWallVisual what) const;

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@@ -173,12 +173,6 @@ CTown::~CTown()
str.dellNull();
}
std::vector<BattleHex> CTown::defaultMoatHexes()
{
static const std::vector<BattleHex> moatHexes = {11, 28, 44, 61, 77, 111, 129, 146, 164, 181};
return moatHexes;
}
std::string CTown::getLocalizedFactionName() const
{
if(faction == nullptr)
@@ -851,12 +845,7 @@ void CTownHandler::loadTown(CTown * town, const JsonNode & source)
warMachinesToLoad[town] = source["warMachine"];
town->moatDamage = static_cast<si32>(source["moatDamage"].Float());
// Compatibility for <= 0.98f mods
if(source["moatHexes"].isNull())
town->moatHexes = CTown::defaultMoatHexes();
else
town->moatHexes = source["moatHexes"].convertTo<std::vector<BattleHex> >();
town->moatHexes = source["moatHexes"].convertTo<std::vector<BattleHex> >();
town->mageLevel = static_cast<ui32>(source["mageGuild"].Float());
town->names = source["names"].convertTo<std::vector<std::string> >();

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@@ -231,8 +231,6 @@ class DLL_LINKAGE CTown
public:
CTown();
~CTown();
// TODO: remove once save and mod compatability not needed
static std::vector<BattleHex> defaultMoatHexes();
std::string getLocalizedFactionName() const;
std::string getBuildingScope() const;

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@@ -681,32 +681,27 @@ namespace ECommander
const int MAX_SKILL_LEVEL = 5;
}
namespace EWallPart
enum class EWallPart : int8_t
{
enum EWallPart
{
INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
};
}
INDESTRUCTIBLE_PART_OF_GATE = -3, INDESTRUCTIBLE_PART = -2, INVALID = -1,
KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
PARTS_COUNT /* This constant SHOULD always stay as the last item in the enum. */
};
namespace EWallState
enum class EWallState : int8_t
{
enum EWallState
{
NONE = -1, //no wall
DESTROYED,
DAMAGED,
INTACT
};
}
NONE = -1, //no wall
DESTROYED,
DAMAGED,
INTACT,
REINFORCED, // walls in towns with castle
};
enum class EGateState : ui8
enum class EGateState : uint8_t
{
NONE,
CLOSED,
BLOCKED, //dead or alive stack blocking from outside
BLOCKED, // gate is blocked in closed state, e.g. by creature
OPENED,
DESTROYED
};

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@@ -1827,7 +1827,7 @@ struct ELF_VISIBILITY CatapultAttack : public CPackForClient
struct AttackInfo
{
si16 destinationTile;
ui8 attackedPart;
EWallPart attackedPart;
ui8 damageDealt;
template <typename Handler> void serialize(Handler & h, const int version)

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@@ -1708,7 +1708,7 @@ DLL_LINKAGE void CatapultAttack::applyBattle(IBattleState * battleState)
for(const auto & part : attackedParts)
{
auto newWallState = SiegeInfo::applyDamage(EWallState::EWallState(battleState->getWallState(part.attackedPart)), part.damageDealt);
auto newWallState = SiegeInfo::applyDamage(battleState->getWallState(part.attackedPart), part.damageDealt);
battleState->setWallState(part.attackedPart, newWallState);
}
}

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@@ -159,7 +159,7 @@ BattleHex::EDir BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
return NONE;
}
char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
uint8_t BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
{
int y1 = hex1.getY(), y2 = hex2.getY();

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@@ -88,7 +88,7 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
std::vector<BattleHex> allNeighbouringTiles() const;
static EDir mutualPosition(BattleHex hex1, BattleHex hex2);
static char getDistance(BattleHex hex1, BattleHex hex2);
static uint8_t getDistance(BattleHex hex1, BattleHex hex2);
static void checkAndPush(BattleHex tile, std::vector<BattleHex> & ret);
static BattleHex getClosestTile(ui8 side, BattleHex initialPos, std::set<BattleHex> & possibilities); //TODO: vector or set? copying one to another is bad

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@@ -222,20 +222,23 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
{
curB->si.gateState = EGateState::CLOSED;
for (int b = 0; b < curB->si.wallState.size(); ++b)
curB->si.wallState[EWallPart::GATE] = EWallState::INTACT;
for (auto const wall : {EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL} )
{
curB->si.wallState[b] = EWallState::INTACT;
if (town->hasBuilt(BuildingID::CASTLE))
curB->si.wallState[wall] = EWallState::REINFORCED;
else
curB->si.wallState[wall] = EWallState::INTACT;
}
if (!town->hasBuilt(BuildingID::CITADEL))
{
curB->si.wallState[EWallPart::KEEP] = EWallState::NONE;
}
if (town->hasBuilt(BuildingID::CITADEL))
curB->si.wallState[EWallPart::KEEP] = EWallState::INTACT;
if (!town->hasBuilt(BuildingID::CASTLE))
if (town->hasBuilt(BuildingID::CASTLE))
{
curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::NONE;
curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::NONE;
curB->si.wallState[EWallPart::UPPER_TOWER] = EWallState::INTACT;
curB->si.wallState[EWallPart::BOTTOM_TOWER] = EWallState::INTACT;
}
}
@@ -609,7 +612,7 @@ const CGTownInstance * BattleInfo::getDefendedTown() const
return town;
}
si8 BattleInfo::getWallState(int partOfWall) const
EWallState BattleInfo::getWallState(EWallPart partOfWall) const
{
return si.wallState.at(partOfWall);
}
@@ -912,9 +915,9 @@ void BattleInfo::addOrUpdateUnitBonus(CStack * sta, const Bonus & value, bool fo
}
}
void BattleInfo::setWallState(int partOfWall, si8 state)
void BattleInfo::setWallState(EWallPart partOfWall, EWallState state)
{
si.wallState.at(partOfWall) = state;
si.wallState[partOfWall] = state;
}
void BattleInfo::addObstacle(const ObstacleChanges & changes)

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@@ -87,7 +87,7 @@ public:
ui8 getTacticsSide() const override;
const CGTownInstance * getDefendedTown() const override;
si8 getWallState(int partOfWall) const override;
EWallState getWallState(EWallPart partOfWall) const override;
EGateState getGateState() const override;
uint32_t getCastSpells(ui8 side) const override;
@@ -115,7 +115,7 @@ public:
void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) override;
void setWallState(int partOfWall, si8 state) override;
void setWallState(EWallPart partOfWall, EWallState state) override;
void addObstacle(const ObstacleChanges & changes) override;
void updateObstacle(const ObstacleChanges& changes) override;

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@@ -88,7 +88,7 @@ const CGTownInstance * BattleProxy::getDefendedTown() const
return subject->battleGetDefendedTown();
}
si8 BattleProxy::getWallState(int partOfWall) const
EWallState BattleProxy::getWallState(EWallPart partOfWall) const
{
return subject->battleGetWallState(partOfWall);
}

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@@ -44,7 +44,7 @@ public:
ui8 getTacticsSide() const override;
const CGTownInstance * getDefendedTown() const override;
si8 getWallState(int partOfWall) const override;
EWallState getWallState(EWallPart partOfWall) const override;
EGateState getGateState() const override;
uint32_t getCastSpells(ui8 side) const override;

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@@ -24,44 +24,37 @@ VCMI_LIB_NAMESPACE_BEGIN
namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
{
/*
*Here are 2 explanations how below algorithm should work in H3, looks like they are not 100% accurate as it results in one damage number, not min/max range:
*
*1. http://heroes.thelazy.net/wiki/Arrow_tower
*
*2. All towns' turrets do the same damage. If Fort, Citadel or Castle is built damage of the Middle turret is 15, and 7,5 for others.
*Buildings increase turrets' damage, but only those buildings that are new in town view, not upgrades to the existing. So, every building save:
*- dwellings' upgrades
*- Mage Guild upgrades
*- Horde buildings
*- income upgrades
*- some special ones
*increases middle Turret damage by 3, and 1,5 for the other two.
*Damage is almost always the maximum one (right click on the Turret), sometimes +1/2 points, and it does not depend on the target. Nothing can influence it, except the mentioned above (but it will be roughly double if the defender has Armorer or Air Shield).
*Maximum damage for Castle, Conflux is 120, Necropolis, Inferno, Fortress 125, Stronghold, Turret, and Dungeon 130 (for all three Turrets).
*Artillery allows the player to control the Turrets.
*/
static void retrieveTurretDamageRange(const CGTownInstance * town, const battle::Unit * turret, double & outMinDmg, double & outMaxDmg)//does not match OH3 yet, but damage is somewhat close
{
// http://heroes.thelazy.net/wiki/Arrow_tower
assert(turret->creatureIndex() == CreatureID::ARROW_TOWERS);
assert(town);
assert(turret->getPosition() >= -4 && turret->getPosition() <= -2);
const float multiplier = (turret->getPosition() == -2) ? 1.0f : 0.5f;
// base damage, irregardless of town level
static const int baseDamageKeep = 10;
static const int baseDamageTower = 6;
//Revised - Where do below values come from?
/*int baseMin = 6;
int baseMax = 10;*/
// extra damage, for each building in town
static const int extraDamage = 2;
const int baseDamage = 15;
const int townLevel = town->getTownLevel();
outMinDmg = multiplier * (baseDamage + town->getTownLevel() * 3);
outMaxDmg = outMinDmg;
int minDamage;
if (turret->getPosition() == BattleHex::CASTLE_CENTRAL_TOWER)
minDamage = baseDamageKeep + townLevel * extraDamage;
else
minDamage = baseDamageTower + townLevel / 2 * extraDamage;
outMinDmg = minDamage;
outMaxDmg = minDamage * 2;
}
static BattleHex lineToWallHex(int line) //returns hex with wall in given line (y coordinate)
{
static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
static const BattleHex lineToHex[] = {12, 29, 45, 62, 78, 96, 112, 130, 147, 165, 182};
return lineToHex[line];
}
@@ -78,7 +71,7 @@ static bool sameSideOfWall(BattleHex pos1, BattleHex pos2)
}
// parts of wall
static const std::pair<int, EWallPart::EWallPart> wallParts[] =
static const std::pair<int, EWallPart> wallParts[] =
{
std::make_pair(50, EWallPart::KEEP),
std::make_pair(183, EWallPart::BOTTOM_TOWER),
@@ -96,7 +89,7 @@ static const std::pair<int, EWallPart::EWallPart> wallParts[] =
std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
};
static EWallPart::EWallPart hexToWallPart(BattleHex hex)
static EWallPart hexToWallPart(BattleHex hex)
{
for(auto & elem : wallParts)
{
@@ -107,7 +100,7 @@ static EWallPart::EWallPart hexToWallPart(BattleHex hex)
return EWallPart::INVALID; //not found!
}
static BattleHex WallPartToHex(EWallPart::EWallPart part)
static BattleHex WallPartToHex(EWallPart part)
{
for(auto & elem : wallParts)
{
@@ -164,8 +157,98 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(con
return ESpellCastProblem::OK;
}
struct Point
{
int x,y;
};
/// Algorithm to test whether line segment between points line1-line2 will intersect with
/// rectangle specified by top-left and bottom-right points
/// Note that in order to avoid floating point rounding errors algorithm uses integers with no divisions
static bool intersectionSegmentRect(Point line1, Point line2, Point rectTL, Point rectBR)
{
assert(rectTL.x < rectBR.x);
assert(rectTL.y < rectBR.y);
// check whether segment is located to the left of our AABB
if (line1.x < rectTL.x && line2.x < rectTL.x)
return false;
// check whether segment is located to the right of our AABB
if (line1.x > rectBR.x && line2.x > rectBR.x)
return false;
// check whether segment is located on top of our AABB
if (line1.y < rectTL.y && line2.y < rectTL.y)
return false;
// check whether segment is located below of our AABB
if (line1.y > rectBR.y && line2.y > rectBR.y)
return false;
Point vector { line2.x - line1.x, line2.y - line1.y};
// compute position of AABB corners relative to our line
int tlTest = vector.y*rectTL.x - vector.x*rectTL.y + (line2.x*line1.y-line1.x*line2.y);
int trTest = vector.y*rectBR.x - vector.x*rectTL.y + (line2.x*line1.y-line1.x*line2.y);
int blTest = vector.y*rectTL.x - vector.x*rectBR.y + (line2.x*line1.y-line1.x*line2.y);
int brTest = vector.y*rectBR.x - vector.x*rectBR.y + (line2.x*line1.y-line1.x*line2.y);
// if all points are on the left of our line then there is no intersection
if ( tlTest > 0 && trTest > 0 && blTest > 0 && brTest > 0 )
return false;
// if all points are on the right of our line then there is no intersection
if ( tlTest < 0 && trTest < 0 && blTest < 0 && brTest < 0 )
return false;
// if all previous checks failed, this means that there is an intersection between line and AABB
return true;
}
bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
{
auto isTileBlocked = [&](BattleHex tile)
{
EWallPart wallPart = battleHexToWallPart(tile);
if (wallPart == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
return false; // does not blocks ranged attacks
if (wallPart == EWallPart::INDESTRUCTIBLE_PART)
return true; // always blocks ranged attacks
assert(isWallPartPotentiallyAttackable(wallPart));
EWallState state = battleGetWallState(wallPart);
return state != EWallState::DESTROYED;
};
auto needWallPenalty = [&](BattleHex from, BattleHex dest)
{
// arbitrary selected cell size for virtual grid
// any even number can be selected (for division by two)
static const int cellSize = 10;
// create line that goes from center of shooter cell to center of target cell
Point line1{ from.getX()*cellSize+cellSize/2, from.getY()*cellSize+cellSize/2};
Point line2{ dest.getX()*cellSize+cellSize/2, dest.getY()*cellSize+cellSize/2};
for (int y = 0; y < GameConstants::BFIELD_HEIGHT; ++y)
{
BattleHex obstacle = lineToWallHex(y);
if (!isTileBlocked(obstacle))
continue;
// create rect around cell with an obstacle
Point rectTL{ obstacle.getX()*cellSize, obstacle.getY()*cellSize };
Point recrBR{ obstacle.getX()*(cellSize+1), obstacle.getY()*(cellSize+1) };
if ( intersectionSegmentRect(line1, line2, rectTL, recrBR))
return true;
}
return false;
};
RETURN_IF_NOT_BATTLE(false);
if(!battleGetSiegeLevel())
return false;
@@ -177,21 +260,9 @@ bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, Bat
return false;
const int wallInStackLine = lineToWallHex(shooterPosition.getY());
const int wallInDestLine = lineToWallHex(destHex.getY());
const bool shooterOutsideWalls = shooterPosition < wallInStackLine;
const bool stackLeft = shooterPosition < wallInStackLine;
const bool destRight = destHex > wallInDestLine;
if (stackLeft && destRight) //shooting from outside to inside
{
int row = (shooterPosition + destHex) / (2 * GameConstants::BFIELD_WIDTH);
if (shooterPosition > destHex && ((destHex % GameConstants::BFIELD_WIDTH - shooterPosition % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
row -= 2;
const int wallPos = lineToWallHex(row);
if (!isWallPartPotentiallyAttackable(battleHexToWallPart(wallPos))) return true;
}
return false;
return shooterOutsideWalls && needWallPenalty(shooterPosition, destHex);
}
si8 CBattleInfoCallback::battleCanTeleportTo(const battle::Unit * stack, BattleHex destHex, int telportLevel) const
@@ -1128,13 +1199,13 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
ret[hex] = EAccessibility::UNAVAILABLE;
//TODO likely duplicated logic
static const std::pair<int, BattleHex> lockedIfNotDestroyed[] =
static const std::pair<EWallPart, BattleHex> lockedIfNotDestroyed[] =
{
//which part of wall, which hex is blocked if this part of wall is not destroyed
std::make_pair(2, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
std::make_pair(3, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
std::make_pair(4, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
std::make_pair(5, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
std::make_pair(EWallPart::BELOW_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
std::make_pair(EWallPart::OVER_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
std::make_pair(EWallPart::UPPER_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
};
for(auto & elem : lockedIfNotDestroyed)
@@ -1636,19 +1707,19 @@ bool CBattleInfoCallback::isEnemyUnitWithinSpecifiedRange(BattleHex attackerPosi
return false;
}
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart::EWallPart part) const
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallPart part) const
{
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
return WallPartToHex(part);
}
EWallPart::EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
EWallPart CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
{
RETURN_IF_NOT_BATTLE(EWallPart::INVALID);
return hexToWallPart(hex);
}
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const
bool CBattleInfoCallback::isWallPartPotentiallyAttackable(EWallPart wallPart) const
{
RETURN_IF_NOT_BATTLE(false);
return wallPart != EWallPart::INDESTRUCTIBLE_PART && wallPart != EWallPart::INDESTRUCTIBLE_PART_OF_GATE &&
@@ -1664,8 +1735,8 @@ std::vector<BattleHex> CBattleInfoCallback::getAttackableBattleHexes() const
{
if(isWallPartPotentiallyAttackable(wallPartPair.second))
{
auto wallState = static_cast<EWallState::EWallState>(battleGetWallState(static_cast<int>(wallPartPair.second)));
if(wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
auto wallState = battleGetWallState(wallPartPair.second);
if(wallState == EWallState::REINFORCED || wallState == EWallState::INTACT || wallState == EWallState::DAMAGED)
{
attackableBattleHexes.push_back(BattleHex(wallPartPair.first));
}

View File

@@ -111,9 +111,9 @@ public:
bool battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const;
bool battleHasShootingPenalty(const battle::Unit * shooter, BattleHex destHex) const;
BattleHex wallPartToBattleHex(EWallPart::EWallPart part) const;
EWallPart::EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
bool isWallPartPotentiallyAttackable(EWallPart::EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
BattleHex wallPartToBattleHex(EWallPart part) const;
EWallPart battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
bool isWallPartPotentiallyAttackable(EWallPart wallPart) const; // returns true if the wall part is potentially attackable (independent of wall state), false if not
std::vector<BattleHex> getAttackableBattleHexes() const;
si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned

View File

@@ -364,7 +364,7 @@ bool CBattleInfoEssentials::battleHasHero(ui8 side) const
return getBattle()->getSideHero(side) != nullptr;
}
si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
EWallState CBattleInfoEssentials::battleGetWallState(EWallPart partOfWall) const
{
RETURN_IF_NOT_BATTLE(EWallState::NONE);
if(battleGetSiegeLevel() == CGTownInstance::NONE)

View File

@@ -94,7 +94,7 @@ public:
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
si8 battleGetWallState(int partOfWall) const;
EWallState battleGetWallState(EWallPart partOfWall) const;
EGateState battleGetGateState() const;
//helpers

View File

@@ -49,7 +49,7 @@ public:
virtual ObstacleCList getAllObstacles() const = 0;
virtual const CGTownInstance * getDefendedTown() const = 0;
virtual si8 getWallState(int partOfWall) const = 0;
virtual EWallState getWallState(EWallPart partOfWall) const = 0;
virtual EGateState getGateState() const = 0;
virtual PlayerColor getSidePlayer(ui8 side) const = 0;
@@ -87,7 +87,7 @@ public:
virtual void updateUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void removeUnitBonus(uint32_t id, const std::vector<Bonus> & bonus) = 0;
virtual void setWallState(int partOfWall, si8 state) = 0;
virtual void setWallState(EWallPart partOfWall, EWallState state) = 0;
virtual void addObstacle(const ObstacleChanges & changes) = 0;
virtual void updateObstacle(const ObstacleChanges & changes) = 0;

View File

@@ -15,20 +15,22 @@ VCMI_LIB_NAMESPACE_BEGIN
SiegeInfo::SiegeInfo()
{
for(int i = 0; i < wallState.size(); ++i)
for(int i = 0; i < int(EWallPart::PARTS_COUNT); ++i)
{
wallState[i] = EWallState::NONE;
wallState[EWallPart(i)] = EWallState::NONE;
}
gateState = EGateState::NONE;
}
EWallState::EWallState SiegeInfo::applyDamage(EWallState::EWallState state, unsigned int value)
EWallState SiegeInfo::applyDamage(EWallState state, unsigned int value)
{
if(value == 0)
return state;
switch(applyDamage(state, value - 1))
{
case EWallState::REINFORCED:
return EWallState::INTACT;
case EWallState::INTACT:
return EWallState::DAMAGED;
case EWallState::DAMAGED:

View File

@@ -15,13 +15,13 @@ VCMI_LIB_NAMESPACE_BEGIN
//only for use in BattleInfo
struct DLL_LINKAGE SiegeInfo
{
std::array<si8, EWallPart::PARTS_COUNT> wallState;
std::map<EWallPart, EWallState> wallState;
EGateState gateState;
SiegeInfo();
// return EWallState decreased by value of damage points
static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value);
static EWallState applyDamage(EWallState state, unsigned int value);
template <typename Handler> void serialize(Handler &h, const int version)
{

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@@ -68,7 +68,7 @@ bool Catapult::applicable(Problem & problem, const Mechanics * m) const
void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectTarget & /* eTarget */) const
{
//start with all destructible parts
static const std::set<EWallPart::EWallPart> potentialTargets =
static const std::set<EWallPart> potentialTargets =
{
EWallPart::KEEP,
EWallPart::BOTTOM_TOWER,
@@ -80,9 +80,9 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
EWallPart::GATE
};
assert(potentialTargets.size() == EWallPart::PARTS_COUNT);
assert(potentialTargets.size() == size_t(EWallPart::PARTS_COUNT));
std::set<EWallPart::EWallPart> allowedTargets;
std::set<EWallPart> allowedTargets;
for (auto const & target : potentialTargets)
{
@@ -98,16 +98,13 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
CatapultAttack ca;
ca.attacker = -1;
BattleUnitsChanged removeUnits;
for(int i = 0; i < targetsToAttack; i++)
{
// Hit on any existing, not destroyed targets are allowed
// Multiple hit on same target are allowed.
// Potential overshots (more hits on same targets than remaining HP) are allowed
EWallPart::EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
EWallPart target = *RandomGeneratorUtil::nextItem(allowedTargets, *server->getRNG());
auto state = m->battle()->battleGetWallState(target);
auto attackInfo = ca.attackedParts.begin();
for ( ; attackInfo != ca.attackedParts.end(); ++attackInfo)
@@ -127,11 +124,19 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
{
attackInfo->damageDealt += 1;
}
}
server->apply(&ca);
BattleUnitsChanged removeUnits;
for (auto const wallPart : { EWallPart::KEEP, EWallPart::BOTTOM_TOWER, EWallPart::UPPER_TOWER })
{
//removing creatures in turrets / keep if one is destroyed
BattleHex posRemove;
auto state = m->battle()->battleGetWallState(wallPart);
switch(target)
switch(wallPart)
{
case EWallPart::KEEP:
posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
@@ -144,35 +149,19 @@ void Catapult::apply(ServerCallback * server, const Mechanics * m, const EffectT
break;
}
if(posRemove != BattleHex::INVALID && state - attackInfo->damageDealt <= 0) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
if(state == EWallState::DESTROYED) //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
{
auto all = m->battle()->battleGetUnitsIf([=](const battle::Unit * unit)
{
return !unit->isGhost();
return !unit->isGhost() && unit->getPosition() == posRemove;
});
assert(all.size() == 0 || all.size() == 1);
for(auto & elem : all)
{
if(elem->getPosition() != posRemove)
continue;
// if tower was hit multiple times, it may have been destroyed already
bool stackWasRemovedBefore = false;
for(auto & removed : removeUnits.changedStacks)
{
if (removed.id == elem->unitId())
stackWasRemovedBefore = true;
}
if (!stackWasRemovedBefore)
removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
break;
}
removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
}
}
server->apply(&ca);
if(!removeUnits.changedStacks.empty())
server->apply(&removeUnits);
}

View File

@@ -256,11 +256,13 @@ bool Obstacle::isHexAvailable(const CBattleInfoCallback * cb, const BattleHex &
if(cb->battleGetSiegeLevel() != 0)
{
EWallPart::EWallPart part = cb->battleHexToWallPart(hex);
EWallPart part = cb->battleHexToWallPart(hex);
if(part == EWallPart::INVALID || part == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
if(part == EWallPart::INVALID)
return true;//no fortification here
else if(static_cast<int>(part) < 0)
else if(part == EWallPart::INDESTRUCTIBLE_PART_OF_GATE)
return true; // location accessible
else if(part == EWallPart::INDESTRUCTIBLE_PART)
return false;//indestructible part (cant be checked by battleGetWallState)
else if(part == EWallPart::BOTTOM_TOWER || part == EWallPart::UPPER_TOWER)
return false;//destructible, but should not be available

View File

@@ -4440,6 +4440,26 @@ static EndAction end_action;
void CGameHandler::updateGateState()
{
// GATE_BRIDGE - leftmost tile, located over moat
// GATE_OUTER - central tile, mostly covered by gate image
// GATE_INNER - rightmost tile, inside the walls
// GATE_OUTER or GATE_INNER:
// - if defender moves unit on these tiles, bridge will open
// - if there is a creature (dead or alive) on these tiles, bridge will always remain open
// - blocked to attacker if bridge is closed
// GATE_BRIDGE
// - if there is a unit or corpse here, bridge can't open (and can't close in fortress)
// - if Force Field is cast here, bridge can't open (but can close, in any town)
// - deals moat damage to attacker if bridge is closed (fortress only)
bool hasForceFieldOnBridge = !battleGetAllObstaclesOnPos(BattleHex(ESiegeHex::GATE_BRIDGE), true).empty();
bool hasStackAtGateInner = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false) != nullptr;
bool hasStackAtGateOuter = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
bool hasStackAtGateBridge = gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) != nullptr;
bool hasLongBridge = gs->curB->town->subID == ETownType::FORTRESS;
BattleUpdateGateState db;
db.state = gs->curB->si.gateState;
if (gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
@@ -4448,24 +4468,23 @@ void CGameHandler::updateGateState()
}
else if (db.state == EGateState::OPENED)
{
if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
{
if (gs->curB->town->subID == ETownType::FORTRESS)
{
if (!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
db.state = EGateState::CLOSED;
}
else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
}
bool hasStackOnLongBridge = hasStackAtGateBridge && hasLongBridge;
bool gateCanClose = !hasStackAtGateInner && !hasStackAtGateOuter && !hasStackOnLongBridge;
if (gateCanClose)
db.state = EGateState::CLOSED;
else
db.state = EGateState::OPENED;
}
else // CLOSED or BLOCKED
{
bool gateBlocked = hasForceFieldOnBridge || hasStackAtGateBridge;
if (gateBlocked)
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
}
else if (gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
db.state = EGateState::BLOCKED;
else
db.state = EGateState::CLOSED;
if (db.state != gs->curB->si.gateState)
sendAndApply(&db);
@@ -4804,7 +4823,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
case EActionType::CATAPULT:
{
//TODO: unify with spells::effects:Catapult
auto getCatapultHitChance = [&](EWallPart::EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
auto getCatapultHitChance = [](EWallPart part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
{
switch(part)
{
@@ -4825,115 +4844,105 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
}
};
auto wrapper = wrapAction(ba);
if(target.size() < 1)
auto getBallisticsInfo = [this, &ba] (const CStack * actor)
{
complain("Destination required for catapult action.");
ok = false;
break;
}
auto destination = target.at(0).hexValue;
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters;
if(stack->getCreature()->idNumber == CreatureID::CATAPULT)
stackBallisticsParameters = VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
else
{
if(stack->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS)) //by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
if(actor->getCreature()->idNumber == CreatureID::CATAPULT)
return VLC->heroh->ballistics.at(attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::BALLISTICS));
else
{
stackBallisticsParameters = VLC->heroh->ballistics.at(2);
stackBallisticsParameters.shots = 1; //skip default "2 shots" from adv. ballistics
//by design use advanced ballistics parameters with this bonus present, upg. cyclops use advanced ballistics, nonupg. use basic in OH3
int ballisticsLevel = actor->hasBonusOfType(Bonus::CATAPULT_EXTRA_SHOTS) ? 2 : 1;
auto parameters = VLC->heroh->ballistics.at(ballisticsLevel);
parameters.shots = 1 + std::max(actor->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0);
return parameters;
}
};
auto isWallPartAttackable = [this] (EWallPart part)
{
return (gs->curB->si.wallState[part] == EWallState::REINFORCED || gs->curB->si.wallState[part] == EWallState::INTACT || gs->curB->si.wallState[part] == EWallState::DAMAGED);
};
CHeroHandler::SBallisticsLevelInfo stackBallisticsParameters = getBallisticsInfo(stack);
auto wrapper = wrapAction(ba);
auto destination = target.empty() ? BattleHex(BattleHex::INVALID) : target.at(0).hexValue;
auto desiredTarget = gs->curB->battleHexToWallPart(destination);
for (int shotNumber=0; shotNumber<stackBallisticsParameters.shots; ++shotNumber)
{
auto actualTarget = EWallPart::INVALID;
if ( isWallPartAttackable(desiredTarget) &&
getRandomGenerator().nextInt(99) < getCatapultHitChance(desiredTarget, stackBallisticsParameters))
{
actualTarget = desiredTarget;
}
else
stackBallisticsParameters = VLC->heroh->ballistics.at(1);
stackBallisticsParameters.shots += std::max(stack->valOfBonuses(Bonus::CATAPULT_EXTRA_SHOTS), 0); //0 is allowed minimum to let modders force advanced ballistics for "oneshotting creatures"
}
auto wallPart = gs->curB->battleHexToWallPart(destination);
if (!gs->curB->isWallPartPotentiallyAttackable(wallPart))
{
complain("catapult tried to attack non-catapultable hex!");
break;
}
//in successive iterations damage is dealt but not yet subtracted from wall's HPs
auto &currentHP = gs->curB->si.wallState;
if (currentHP.at(wallPart) == EWallState::DESTROYED || currentHP.at(wallPart) == EWallState::NONE)
{
complain("catapult tried to attack already destroyed wall part!");
break;
}
for (int g=0; g<stackBallisticsParameters.shots; ++g)
{
bool hitSuccessfull = false;
auto attackedPart = wallPart;
do // catapult has chance to attack desired target. Otherwise - attacks randomly
{
if (currentHP.at(attackedPart) != EWallState::DESTROYED && // this part can be hit
currentHP.at(attackedPart) != EWallState::NONE &&
getRandomGenerator().nextInt(99) < getCatapultHitChance(attackedPart, stackBallisticsParameters))//hit is successful
{
hitSuccessfull = true;
}
else // select new target
{
std::vector<EWallPart::EWallPart> allowedTargets;
for (size_t i=0; i< currentHP.size(); i++)
{
if(currentHP.at(i) != EWallState::DESTROYED &&
currentHP.at(i) != EWallState::NONE)
allowedTargets.push_back(EWallPart::EWallPart(i));
}
if (allowedTargets.empty())
break;
attackedPart = *RandomGeneratorUtil::nextItem(allowedTargets, getRandomGenerator());
}
static const std::array<EWallPart, 4> walls = { EWallPart::BOTTOM_WALL, EWallPart::BELOW_GATE, EWallPart::OVER_GATE, EWallPart::UPPER_WALL };
static const std::array<EWallPart, 3> towers= { EWallPart::BOTTOM_TOWER, EWallPart::KEEP, EWallPart::UPPER_TOWER };
static const EWallPart gates = EWallPart::GATE;
// in H3, catapult under automatic control will attack objects in following order:
// walls, gates, towers
std::vector<EWallPart> potentialTargets;
for (auto & part : walls )
if (isWallPartAttackable(part))
potentialTargets.push_back(part);
if (potentialTargets.empty() && isWallPartAttackable(gates))
potentialTargets.push_back(gates);
if (potentialTargets.empty())
for (auto & part : towers )
if (isWallPartAttackable(part))
potentialTargets.push_back(part);
if (potentialTargets.empty())
break; // everything is gone, can't attack anymore
actualTarget = *RandomGeneratorUtil::nextItem(potentialTargets, getRandomGenerator());
}
while (!hitSuccessfull);
assert(actualTarget != EWallPart::INVALID);
if (!hitSuccessfull) // break triggered - no target to shoot at
break;
std::array<int, 3> damageChances = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
int totalChance = std::accumulate(damageChances.begin(), damageChances.end(), 0);
int damageRandom = getRandomGenerator().nextInt(totalChance - 1);
int dealtDamage = 0;
CatapultAttack ca; //package for clients
CatapultAttack::AttackInfo attack;
attack.attackedPart = attackedPart;
attack.destinationTile = destination;
attack.damageDealt = 0;
BattleUnitsChanged removeUnits;
int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
int dmgRand = getRandomGenerator().nextInt(99);
//accumulating dmgChance
dmgChance[1] += dmgChance[0];
dmgChance[2] += dmgChance[1];
//calculating dealt damage
for (int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
for (int damage = 0; damage < damageChances.size(); ++damage)
{
if (dmgRand <= dmgChance[damage])
if (damageRandom <= damageChances[damage])
{
attack.damageDealt = damage;
dealtDamage = damage;
break;
}
damageRandom -= damageChances[damage];
}
// attacked tile may have changed - update destination
attack.destinationTile = gs->curB->wallPartToBattleHex(EWallPart::EWallPart(attack.attackedPart));
CatapultAttack::AttackInfo attack;
attack.attackedPart = actualTarget;
attack.destinationTile = gs->curB->wallPartToBattleHex(actualTarget);
attack.damageDealt = dealtDamage;
CatapultAttack ca; //package for clients
ca.attacker = ba.stackNumber;
ca.attackedParts.push_back(attack);
sendAndApply(&ca);
logGlobal->trace("Catapult attacks %d dealing %d damage", (int)attack.attackedPart, (int)attack.damageDealt);
//removing creatures in turrets / keep if one is destroyed
if (currentHP.at(attackedPart) - attack.damageDealt <= 0 && (attackedPart == EWallPart::KEEP || //HP enum subtraction not intuitive, consider using SiegeInfo::applyDamage
attackedPart == EWallPart::BOTTOM_TOWER || attackedPart == EWallPart::UPPER_TOWER))
if (gs->curB->si.wallState[actualTarget] == EWallState::DESTROYED && (actualTarget == EWallPart::KEEP || actualTarget == EWallPart::BOTTOM_TOWER || actualTarget == EWallPart::UPPER_TOWER))
{
int posRemove = -1;
switch(attackedPart)
switch(actualTarget)
{
case EWallPart::KEEP:
posRemove = BattleHex::CASTLE_CENTRAL_TOWER;
@@ -4950,18 +4959,13 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
{
if(elem->initialPosition == posRemove)
{
BattleUnitsChanged removeUnits;
removeUnits.changedStacks.emplace_back(elem->unitId(), UnitChanges::EOperation::REMOVE);
sendAndApply(&removeUnits);
break;
}
}
}
ca.attacker = ba.stackNumber;
ca.attackedParts.push_back(attack);
sendAndApply(&ca);
if(!removeUnits.changedStacks.empty())
sendAndApply(&removeUnits);
}
//finish by scope guard
break;
@@ -6783,8 +6787,6 @@ void CGameHandler::runBattle()
if (!curOwner || getRandomGenerator().nextInt(99) >= curOwner->valOfBonuses(Bonus::MANUAL_CONTROL, CreatureID::CATAPULT))
{
BattleAction attack;
auto destination = *RandomGeneratorUtil::nextItem(attackableBattleHexes, getRandomGenerator());
attack.aimToHex(destination);
attack.actionType = EActionType::CATAPULT;
attack.side = next->side;
attack.stackNumber = next->ID;